I'm developing some OpenGL game using JOGL library.
When I draw objects regulary, e.g. using GL_QUADS directly in the display method, the scene lighting appears on the object.
However, when I prepare objects in the init method and load using glCallList in the display list, those objects doesn't seem to be affected from the lighting.
To be precise, they are affected in SOME way: altering the materialfv function parameters or the ambient parameters brighten or darken the scene, but the color I'm trying to diffuse is not working (only on the regular drawn objects without lists).
Here's the lighting code:
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel(GL2.GL_SMOOTH); // Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
gl.glClearDepth(1.0f); // Depth Buffer Setup
gl.glEnable(GL2.GL_DEPTH_TEST); // Enables Depth Testing
gl.glDepthFunc(GL2.GL_LEQUAL); // The Type Of Depth Testing To Do
glu = new GLU();
// Really Nice Perspective Calculations
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
// Light
float ambient[] = {0.1f,0.1f,0.1f,1.0f};
float diffuse0[] = {1f,0f,0f,1.0f};
float diffuse1[] = {0f,0f,1f,1.0f};
gl.glShadeModel(GL2.GL_SMOOTH);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse0, 0);
gl.glEnable(GL2.GL_LIGHT0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_AMBIENT, ambient, 0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_DIFFUSE, diffuse1, 0);
gl.glEnable(GL2.GL_LIGHT1);
gl.glEnable(GL2.GL_LIGHTING);
// make display lists here...
The lighting part of display:
// display method...
// apply light
float position0[] = {500, 300, 3500,1.0f};
float position1[] = {500, 300, 500,1.0f};
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, position0, 0);
gl.glLightfv(GL2.GL_LIGHT1, GL2.GL_POSITION, position1, 0);
// draw objects directly
// draw objects using glCallLists
Here's an example of how I draw regular object in the display method:
gl.glPushMatrix();
gl.glTranslatef(1000, 500, 2000);
gl.glTexParameteri ( GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );
gl.glTexParameteri( GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
float material[] = {0.8f,0.8f,0.8f,1.0f};
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT_AND_DIFFUSE, material, 0);
gl.glBegin(GL2.GL_QUADS);
// Front Face
gl.glNormal3f(0,0,1);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(2f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(2f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
gl.glNormal3f(0,0,-1);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, -1.0f);
// Top Face
gl.glNormal3f(0,1,0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(-1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, -1.0f);
// Bottom Face
gl.glNormal3f(0,-1,0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(-1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
gl.glNormal3f(1,0,0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, -1.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 1.0f);
// Left Face
gl.glNormal3f(-1,0,0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, -1.0f);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, -1.0f);
gl.glEnd();
gl.glPopMatrix();
Here's the class I use to load obj files.
I use the method loadWavefrontObjectAsDisplayList which accepts a path to obj file and then returns the list integer.
The scene (lamp is being lighten up, crate is not):
The normals are probably missing in the WaveFront OBJ file of the crate model.
Then, the OBJ importer that you use generates plain wrong normals whose coordinates are (0, 0, 0), it has no chance to work with the lightning.